X-Wing Campaign

Spending XP

Pilot Improvements

During the Purchase Reinforcements phase, a pilot may spend XP to purchase any number of pilot improvements.

XP Cost

Benefit

2-3

Gain a ship qualification. The pilot must be at least PS 3 and must sit out the next campaign turn for training. This does not increase the pilot’s squad point cost. There is no limit to the number of ship qualifications a pilot may have. It costs 2 XP to gain a qualification for a small base ship and 3 XP to gain a qualification for a large base ship. See special exceptions below.

1

Improve pilot skill by 1, to a maximum of 9. This increases the pilot’s squad point cost by 1. See special exceptions below.

2

Add an Elite Pilot Talent upgrade slot. The pilot must be at least PS 3. This does not increase the pilot’s squad point cost. Pilots can only have one EPT slot. See special exceptions below.

X

Add an Elite Pilot Talent card as a pilot ability. The pilot must be at least PS 4 and can only have one pilot ability. This increases the pilot’s squad point cost by X-1 where X is the cost of the EPT.
Example: A Saber Squadron Pilot spends 3 XP to gain Push the Limit as his pilot ability. His squad point cost increases 2 points.

X

Add a non-unique Crew card as a pilot ability. The pilot must be at least PS 4 and can only have one pilot ability. This increases the pilot’s squad point cost by X-1 where X is the cost of the Crew card. Pilots that have a Crew card as their pilot ability may be used as a regular Crew upgrade on another ship. When used this way, their squad point cost is the same as a regular Crew upgrade. Pilots used as Crew do not earn XP.
Example: A Blue Squadron Pilot spends 1 XP to gain Intelligence Agent as her pilot ability. Her squad point cost does not increase.

3

Add a unique pilot ability. The pilot must be at least the same PS as the unique pilot and can only have one pilot ability. The unique pilot ability must come from your own faction and no other squadron pilot in the faction (not just the fleet) can have this same ability. If a pilot with this ability has been killed, the ability cannot be purchased. This increases the pilot’s squad point cost by X where X is the standard fleet points of the unique pilot – the current fleet points of the pilot.
Example: A Rookie Pilot with a pilot skill of 8 spends 3 XP to gain the unique pilot ability of Wes Jensen as his own pilot ability. His squad point cost increases point.

X+1

Add an unique Crew card as a pilot ability. The pilot must be at least PS 6 and can only have one pilot ability. The unique crew ability must come from your own faction and no other squadron pilot in the faction (not just the fleet) can have this same ability. If a pilot with this ability has been killed, the ability cannot be purchased. This increases the pilot’s squad point cost by X where X is the cost of the Crew card. Pilots that have a Crew card as their pilot ability may be used as a regular Crew upgrade on another ship. When used this way, their squad point cost is the same as a regular Crew upgrade. Pilots used as Crew do not earn XP.
Example: A Blue Squadron Pilot spends 4 XP to gain Ezra Bridger’s crew ability as her pilot ability. Her squad point increases by 3.

SPECIALEXCPETIONS:
* To avoid a balance issue identified in playtesting, Outer Rim Smugglers must spend XP to qualify on an MF-stat YT-1300 as if it were a different ship. However, when they do so, the cost is two XP instead of three, and they may skip sitting out a turn for training. The unique MF-stat pilots (Han, Lando and Chewbacca) may fly ORS-stat YT-1300s at any time without having to qualify on them as a separate ship.
* The first time Academy Pilots improve their pilot skill, they may choose to increase from PS1 to PS3 while only increasing their squad point cost by 1 so that they then cost the same as an Obsidian Squadron Pilot of equivalent pilot skill.
* When PS4 TIE Interceptor pilots improve their pilot skill, they may choose to increase from PS4 to PS6 while only increasing their squad point cost by 1 so that they then cost the same as a Royal Guard Pilot of equivalent pilot skill. This exception only applies to pilots that began life as TIE Interceptor pilots.
* The first time Bandit Squadron Pilots improve their pilot skill, they may choose to increase from PS2 to PS4 while only increasing their squad point cost by 1 so that they then cost the same as a Tala Squadron Pilot of equivalent pilot skill.
* The first time Binayre Pirates improve their pilot skill, they may choose to increase from PS1 to PS3 while only increasing their squad point cost by 1 so that they then cost the same as a Black Sun Soldier of equivalent pilot skill.
* Use of the A-wing Test Pilot title allows an A-wing pilot to have two EPT slots.
* EPTs and generic crew used as pilot abilities do not count as unique or faction restricted (i.e. you could have two pilots using Squad Leader as their ability and still have another pilot using Squad Leader as a regular EPT).

Pilot Ship Qualifications

A pilot may only fly a ship for which he has the qualification. Pilots automatically come with the qualification for the ship on their original card (Green Squadron Pilots come with an A-wing qualification, etc.).

Pilot Tactical Judgment

During battle, a pilot may spend 1 XP to reroll a single die that directly affects him/her (attack, defense, collision, ejection, etc.). This is subject to the normal rules for rerolling dice (can only do so once).

Pilot Escape Attempts

Once per turn during the Purchase Reinforcements phase, a pilot who is a POW may attempt to escape by spending 1 XP. Roll an attack die (unique pilots roll two attack dice). On a [crit] result, the pilot escapes and returns to his player’s Squadron. Otherwise, roll one more attack die. On a [crit] result, the pilot is killed by the guards during the escape attempt.